Bulletsmith α

★ Prereq: requires Orrorsh ; At least 2 adds in science

Adventurers of Orrorsh long ago learned lead bullets and steel blades were no match for the horrors of their realm. Alchemy proved a great help to their cause, and some intrepid souls eventually combined that arcane craft with the more practical skill of marksmanship.

When this Perk is taken, the user has a slayer’s gun and knows how to create various rounds for it. He receives his weapon and the knowledge to make basic metal slugs (damage 14) and any three of the specialized rounds below. Crafted for close encounters, the short-barrel carbine design of the slayer’s gun allows it to be used in melee like a pistol.

Because the bullets are necessarily large and require exacting specifications, monster hunters who make use of them have standardized a sixchambered, carbine-style gun to fire them—the rounds don’t work in any other kind of weapon.

  • Slayer’s Gun: Range 50/100/200, damage 14, Shots 6

Bulletsmiths can keep and maintain up to six special bullets as long as they have access to their gear (which always contains a small bullet-making kit). If more rounds are created, they lose the magical essence the Bulletsmith inherently provides and act as regular slugs (damage 14). Replacement rounds may be created between scenes, or during downtime if the Game Master feels it’s appropriate.

Slayer’s guns are designed to rotate quickly and so can fire any one of their preloaded six chambers (specified before use). Swapping or reloading up to three rounds is an action.

Slayer’s Bandoleer: Monster hunters wear a specialized bandoleer designed to hold 18 shells total (12 regular shells and their six special rounds).

Extra Shells: This Perk may be taken more than once. Each time after the first the Bulletsmith learns to make a new type of shell and may maintain two more special rounds at a time.

Here are some of the shells Bulletsmiths have thus far discovered:

  • Adamant Shell: Some of the Victorians’ foes are armored from head to toe with metal, scales, or even a carapace. These shells are designed to cut through them, causing Armor Piercing 4
  • Electric Shell: Water-based creatures or creatures standing in water take an additional +4 damage when hit by electric shells. A previously unknown side-effect of these rounds is that they can cause glitches in high-tech electronic equipment. Robots and machines take the extra damage, and sensitive equipment shorts out and is inoperable for three rounds
  • Explosive Shell: The most dangerous of the Bullet Smith’s shells causes damage 15 in a Small Blast Radius
  • Giant Killer Shell: The Victorians developed these heavy shells to take down the Gaunt Man’s biggest horrors. They cause +5 damage against Large or greater creatures
  • Holy Water Shell: +2 damage versus any supernaturally evil creature, including gospog, vampires, and undead
  • Phantom Shell: These rounds are made from various reagents such as cold iron, salt, and holy water that allows them to affect ethereal creatures normally
  • Silver Shell: Creatures with the Lycanthrope Special Ability take +4 damage from silver shells
  • Sun Shell: These rounds contain something the alchemists call liquid sunlight. They explode with ultraviolet light in a Medium Blast, causing any creatures hit by them to be Very Vulnerable if they have a sensitivity to light or sunlight. Most creatures that can see in darkness are affected by sun shells
Occult

Most Victorians fight the Gaunt Man’s foul corruption with stubborn gallantry in the face of overwhelming odds. But a few have turned to darker sources of inspiration, such as alchemy, diabolism, or demonic powers.


From Core Rules